@spanj and @Hummel-o-War Hey guys. Thanks for your patience as I work out some of the issues with the POI. this is my first major submission and I appreciate the feedback and chance to make it better. Here is an updated epb file for the Bank of Farr Change Log from the version @spanj posted in this thread: - Turned Shields on before saving (this should fix the POI spawns with shield offline. shield will now start on it can be turned off in the security control center with a switch.) - Moved Guns beside the ramp to the lower vault out one space (to force the player to enter the room before they attack them) - Set the spawn zones for every mob spawner (All of the thin spawners were set to default area) - added turret robots to lower hallway with correct spawn zones set. - Set all POI doors to public or a lock code with an override switch and set vault turret reset/disable switch to public access. (All doors set to a lock code can be opened by finding the correct switch in one of the hidden rooms) (fixes path for access to all doors and spaces issue) - Put small amount of gold in chests in upper vault. ( these had plant materials in them rather than appropriate treasure) - Put gold coins in barrels in main vault. (these had plan materials in them rather than appropriate treasure) - Added O2 Tanks to meet capacity of POI. Turned on O2. (Fixes no O2 on airless planet)
@Hummel-o-War I need to make some adjustments to the Farr HQ, did you already make changes to it in regards to making doors/deco etc public access? if so, can you ping me the .epb so I can make the adjustments to that please?
@Hummel-o-War Updated the FarrHQ - fixed deco blocks not set to public access - fixed assault cyborgs spawning in front of player outside of core room - fixed lower hangar door not opening after core access switches were activated - fixed inaccesible doors not linked to signals Just a reminder this one should be spawned on the homeworld with a few of the FarrDefenceT2 towers around it only.